Files
OpenRA/OpenRa.Gl/GraphicsDevice.cs
2010-02-15 17:05:24 +13:00

114 lines
3.3 KiB
C#

using System;
using System.Drawing;
using System.IO;
using System.Windows.Forms;
using Tao.OpenGl;
using Tao.Cg;
using Tao.Platform.Windows;
using System.Runtime.InteropServices;
namespace OpenRa.GlRenderer
{
public class GraphicsDevice
{
Graphics g;
IntPtr dc;
IntPtr rc;
public GraphicsDevice(Control control, int width, int height, bool fullscreen, bool vsync)
{
g = control.CreateGraphics();
dc = g.GetHdc();
var pfd = new Gdi.PIXELFORMATDESCRIPTOR
{
nSize = (short)Marshal.SizeOf(typeof(Gdi.PIXELFORMATDESCRIPTOR)),
nVersion = 1,
dwFlags = Gdi.PFD_SUPPORT_OPENGL | Gdi.PFD_DRAW_TO_BITMAP | Gdi.PFD_DOUBLEBUFFER,
iPixelType = Gdi.PFD_TYPE_RGBA,
cColorBits = 24,
iLayerType = Gdi.PFD_MAIN_PLANE
};
var iFormat = Gdi.ChoosePixelFormat(dc, ref pfd);
Gdi.SetPixelFormat(dc, iFormat, ref pfd);
rc = Wgl.wglCreateContext(dc);
if (rc == IntPtr.Zero)
throw new InvalidOperationException("can't create wglcontext");
Wgl.wglMakeCurrent(dc, rc);
}
public void EnableScissor(int left, int top, int width, int height)
{
Gl.glScissor(left, top, width, height);
Gl.glEnable(Gl.GL_SCISSOR_TEST);
}
public void DisableScissor()
{
Gl.glDisable(Gl.GL_SCISSOR_TEST);
}
public void Begin() { }
public void End() { }
public void Clear(Color c)
{
Gl.glClearColor(1, 1, 1, 1);
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT);
}
public void Present()
{
Wgl.wglSwapBuffers(dc);
}
public void DrawIndexedPrimitives(PrimitiveType pt, Range<int> vertices, Range<int> indices) { }
public void DrawIndexedPrimitives(PrimitiveType pt, int numVerts, int numPrimitives) { }
}
public struct Range<T>
{
public Range(T start, T end) { }
}
public class VertexBuffer<T> where T : struct
{
public VertexBuffer(GraphicsDevice dev, int size, VertexFormat fmt) { }
public void SetData(T[] data) { }
public void Bind() { }
}
public class IndexBuffer
{
public IndexBuffer(GraphicsDevice dev, int size) { }
public void SetData(ushort[] data) { }
public void Bind() { }
}
public class Shader
{
public Shader(GraphicsDevice dev, Stream s) { }
public ShaderQuality Quality { get; set; }
public void Render(Action a) { }
public void SetValue(string param, Texture texture) { }
public void SetValue<T>(string param, T t) where T : struct { }
public void Commit() { }
}
public class Texture
{
public Texture(GraphicsDevice dev, Bitmap bitmap) { }
public void SetData(Bitmap bitmap) { }
}
[Flags]
public enum VertexFormat { Position, Texture2 }
public enum ShaderQuality { Low, Medium, High }
public enum PrimitiveType { PointList, LineList, TriangleList }
}